Old Modding Templates, B19-20.
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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Old Modding Templates, B19-20.
Updating all mod templates, progress outlined below. Build 18 Templates are still available upon request via PM.
Done: Gun Template Grenade Template Digger Template Concrete Gun Template Module Template Dreadnought Template Brain Template Shield Template Door Template (Rotating and Sliding) Impact Grenade Template Grenade Launcher Template Impact Grenade Launcher Template Scene Template Human Template
Planned: Robot Template Dropship Template Rocket Template
Attachments:
File comment: Build 19, v1.1
ModuleTemplate.rte.rar [3.59 KiB]
Downloaded 385 times
File comment: Build 19, v1.3
GunTemplate.rte.rar [21.49 KiB]
Downloaded 446 times
File comment: Build 19, v1.1
DiggerTemplate.rte.rar [10.42 KiB]
Downloaded 354 times
File comment: Build 19, v1.0
GrenadeTemplate.rte.rar [18.78 KiB]
Downloaded 343 times
File comment: Build 19, v1.0
DreadnoughtTemplate.rte.rar [62.37 KiB]
Downloaded 450 times
File comment: Build 19, v1.0
ConcreteGunTemplate.rte.rar [3.66 KiB]
Downloaded 339 times
File comment: Build 19, v1.0
BrainTemplate.rte.rar [10.09 KiB]
Downloaded 335 times
File comment: Build 19, v1.0
ShieldTemplate.rte.rar [3.72 KiB]
Downloaded 342 times
File comment: Build 19, v1.0
DoorTemplate.rte.rar [31.88 KiB]
Downloaded 327 times
File comment: Build 19, v1.0
ImpactGrenadeTemplate.rte.rar [19.04 KiB]
Downloaded 333 times
File comment: Build 19, v1.0
GrenadeLauncherTemplate.rte.rar [42.46 KiB]
Downloaded 334 times
File comment: Build 19, v1.0
ImpactGrenadeLauncherTemplate.rte.rar [42.78 KiB]
Downloaded 371 times
File comment: Build 19, v1.0
SceneTemplate.rte.rar [119.79 KiB]
Downloaded 393 times
File comment: Build 19, v1.0
HumanTemplate.rte.rar [76.06 KiB]
Downloaded 493 times
Last edited by Control on Sat Sep 08, 2007 6:52 am, edited 65 times in total.
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Tue Dec 26, 2006 8:37 pm |
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Tigerdav
Joined: Sun Dec 24, 2006 6:09 pm Posts: 5 Location: England
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Thank you!!! I created an actor a few days ago and I couldn't for the life of me figure out how to code him into the game, your template saved me!
Huzzah!
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Tue Dec 26, 2006 11:17 pm |
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ChaosMarine
Joined: Tue Dec 26, 2006 11:21 pm Posts: 2 Location: Hemet California
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This is the Most Helpful thing for Creating new actors the quick way. THANK YER!!!! Also are you able to do one for Dropships and such? That would be very helpful.
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Tue Dec 26, 2006 11:24 pm |
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treberif
Joined: Sun Oct 15, 2006 5:47 pm Posts: 16 Location: Innernets
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Hmm, this looks like a very good idea to me!
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Tue Dec 26, 2006 11:25 pm |
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piezo
Joined: Mon Dec 25, 2006 5:11 am Posts: 103 Location: CA
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missing some code?
Heya it looks like you don't have any gibbing code in your template except for the helmet. Gibbing is the fun part
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Tue Dec 26, 2006 11:29 pm |
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treberif
Joined: Sun Oct 15, 2006 5:47 pm Posts: 16 Location: Innernets
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Well,
It's supposed to be just basic for now, I think. It gets the job done.
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Tue Dec 26, 2006 11:57 pm |
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ninepound
Joined: Tue Dec 05, 2006 1:34 am Posts: 7
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PLEASE make this into a sticky. I can finally get all those actors I made into the game!
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Wed Dec 27, 2006 12:43 am |
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piezo
Joined: Mon Dec 25, 2006 5:11 am Posts: 103 Location: CA
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treberif wrote: Well, It's supposed to be just basic for now, I think. It gets the job done.
Yeah gets the job done. I guess the helmet gib is the teaser then
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Wed Dec 27, 2006 1:19 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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well, this was well accepted
as far as the gibs go, should i make a new pack with more gib opportunities, make a text file with the code you cut paste in the actors.ini, or both? if the first or last choice, tell me where the gibs should be and the number available
concerning rockets and dropships, i have no clue. at all. ill look into it but no promises.
ive got a template for guns (not rpg or long cannon like guns though will look into) that needs a bit of tweaking before release, but if i go straight to it, it wont take more than 5 or 10 minutes and could be released soon
so...what do you guys want?
p.s. how would i go about making this a sticky?
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Wed Dec 27, 2006 2:46 am |
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sheepy123
Joined: Mon Dec 11, 2006 8:04 pm Posts: 78 Location: Moscow
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all i do is mess around with the Blue dude. check http://www.datarealms.com/forum/viewtopic.php?t=939
for one of my dudes
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Wed Dec 27, 2006 4:27 pm |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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yeah but doesnt that actor overwrite the existing blue clone? or maybe im thinking of a different actor...
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Wed Dec 27, 2006 9:45 pm |
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piezo
Joined: Mon Dec 25, 2006 5:11 am Posts: 103 Location: CA
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iwillcontrolyou wrote: as far as the gibs go, should i make a new pack with more gib opportunities, make a text file with the code you cut paste in the actors.ini, or both? if the first or last choice, tell me where the gibs should be and the number available
I think the easist option would be do release a new template with the default clone/robot gibs and notation for where they should change (if someone wants to change the gibbing). So basically your template would use the default gib animations / sounds. The gibbing doesn't need name changes to work, where as the actors do.
If you want people to cut and paste the gib code, you'll need to mark every location on your actor template where the gib code should go. There is going to be a gib code for every attachable piece (other than the feet and hands).
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Fri Dec 29, 2006 3:09 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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the marking idea sounds like too much work for lazy me, but i know what im going to do, im gonna make a new template that has a gib opportunity for the head, body, arm, and leg.
hopefully i can release that and a gun template soon
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Fri Dec 29, 2006 8:11 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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forgive the double post, but theres an update and i dont want this to be buried under spam
please forgive the gun readme also (i worry too much but i know that one sucks...)
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Fri Dec 29, 2006 9:42 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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forgive the triple post but, bump-date
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Sun Jan 07, 2007 9:02 pm |
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